Starship Simulator Dev Playtest - Fleetyard Studios
Created macros for various bits of repetitive math used when building stellar data.
Added a few additional data points to the stellar data pool.
Fixed the Roche Limit calculation for all star classes
Added a Luminosity multiplier to the Roche Limit when placing the first planet in a system, to simulate the effect of stellar wind etc from larger stars.
Added 80 stellar sub-classes to the star data generation, from O0V (50,000K) down to Y9 (250K).
Significantly overhauled and expanded the data structures for planetary bodies.
Refined and optimised the code for defining Orbital Distances.
Refined and optimised the code for defining Base Planet Types.
Refined and optimised the code for defining Planetary Masses.
Refined and optimised the code for defining Core, Mantle and Crust densities.
Refined and optimised the code for defining Core Mass Fractions.
Refined and optimised the code for defining Planetary Radii & Volumes.
Refined and optimised the code for defining Planetary Gravity.
Refined and optimised the code for defining Planetary Atmospheres.
Refined and optimised the code for defining Surface Temperatures.
Refined and optimised the code for defining Final Planet Types.
Refined and optimised the code for defining Orbital Characteristics.
Refined and optimised the code for defining Planetary Data Objects.
Added a new "Has Life?" boolean to the planet data. Big things will be coming from this soon.
Updated the Sensors UI to list a lot of the new data points on Long Range scans.
Updated the Live Starfield code to manage its own ship-relative location/rotation.
Updated the static Star Skybox to manage its own ship-relative rotation.
I've been buried super deep in star system data this past week, with a lot of refinements and improvements having far reaching affects on pretty much every aspect of the game's galaxy. There's definitely a lot more work to do on the planets to make the data perfect, but we're now at the point where we can start working on proper life calculations.
Over the next week I'm going to be focusing on further fixing/refining the planet-gen data, along with starting the life calculations process. Exciting stuff! 😄
New Features We made a new insectoid spawner and a new level
Big Spawner; much bigger and spawn's bugs more rapidly than the smaller spawners. This spawner will appear in various levels. New Level: We added another laboratory map, featuring two distinct routes to completion with respawn points in the middle. Improvements: Quit Button: The quit button is now fixed. Players can now exit the game cleanly from any menu, ensuring a smooth and user-friendly experience. Technical Details: Added to the game • Added big insectoid spawner bug. • Started on new level, improved NPCs, and copied logic into other maps. • Created quit button. • Improved NPC AI. Coming Soon • Finished new egg texture (it will burst open with more bugs if you don’t take care of it quickly). • Two new guns (Bullpup Super Shotgun and HKRA Bullpup Machine Pistol) • Giant pincer insectoid. • Combo system. • More advanced NPC AI. • Adding tank focused level with improved tank usability (i.e., make it drivable, able to take damage, etc.).
Stay tuned for more updates, and thank you for playing Insectoid Descent!
- Fixed an issue that ""Large Pot"" had produced unintended items. - Fixed an issue that the skill ""Attack Order"" glitched when used around certain mobs.
At the moment, it is impossible to enter the game, as planned technical work is being carried out on the server. The estimated time for the work is 30 minutes.
Note: most of this content is AI-generated, so you will only see it in the game if you've allowed AI-generated content in Options->Graphics->Allow AI-generated content (allowed by default if you installed the game before June 2024).
41 NSFW card sets
AI-generated content (backgrounds) moved from paid Wallpaper DLC to this new free NSFW pack DLC. This should now clearly separate them.
Homura Hime is currently being shown at BitSummit Drift, an indie game event held at Miyako Messe, Kyoto. The demo contains a world-premiere boss battle, allowing players to experience more of Homura Hime early. If you're in the area, please stop by to try out the tense and exhilarating battle system!
Alongside the event, we're also revealing a brand new trailer! This new trailer includes many new scenes we've never shown before, so make sure to check it out.
Event Booth Info
Booth: Institute for Information Industry
Booth Number: IP-12 (3/F)
BitSummit Drift Info
Event Period: July 19-21 10:00am-5:00pm (Note: July 19 is a business day. Regular visitors are not allowed to enter the venue.)